#version 300 es                        
layout(location = 0) in vec3 a_position;

uniform mat4 u_matrix;

out vec3 position;

void main()                            
{
	gl_Position = u_matrix * vec4(a_position, 1.0);
	gl_Position = gl_Position.xyww; // make sure the z axis is 1.0

	position = a_position;
	position.z = -position.z; // reversal z axis turn from right-hand to left-hand
}
